Showing posts with label Gamma World. Show all posts
Showing posts with label Gamma World. Show all posts

Saturday, December 15, 2018

Greatest Hits #15 - Which RPG cover best captures the spirit of the game?

Another art-related post ...



I think this question has come up before and my answer is always the same: Shadowrun. That single scene covers almost everything you do in Shadowrun and shows what makes it different: guy plugging in to computer, girl with a gun and some kind of magic effect, and then indian-painted guy with dual sub-machine guns, all in a dirty part fo town with a backdrop of skyscrapers and opposition - Yeah, that covers a lot of ground.


It's so perfect for the game that second edition kept the same cover - how often do you see that?

Later edition still have nice art but 3rd kind of lost it's purpose and became "generic action scene", 4th goes back to something similar to these covers (a step in the right direction), then 5th is so busy I can't tell what's going on.

My runner-up hasn't changed in a long time either:


Gamma World has had some incredibly evocative covers and this one really pushed my buttons as a kid when it was current - armed men going into a ruined, overgrown city - please tell me more! That is a whole bunch of what the game is about. Plus the whole style is pure 60's-70's sci-fi art and it really sets the tone.

Then with second edition we get this:


This is another winner with Giant Deadly Robot acting out against a human with a stone axe and some kind of mutant with an energy weapon - yep, that's pretty much Gamma World. The cover of the rulebook inside the box was pretty solid too:


Mutant with pistol and shield and another with a fusion gun against blaster guy on a horse? Yep, that's the game!

Honorable Mention:


It's not a rulebook but it is the origin of the legendary Stop Sign Shield! This picture, again, is totally in line with what a Gamma World adventure looks like.

In contrast ...

There are lots of good covers out there, and even more bad ones - static posed hero, static posed monster, symbol of something relevant to game + title of game = boring and non-evocative. They may be pretty at times but they are often just too plain. The covers for 5th edition D&D and for FFG Star Wars are usually pretty and well done technically but they don't tell me much about the game itself. Most Pathfinder rulebook covers have some kind of action happening and so in my mind are a step above. Look at Numenera or The Strange too - what do they tell you, visually, about the game or the setting? Even the new Trek game, for example, on the collector's edition has a cover picture that is a close up shot of a starship hull.





WHY? It's incredibly boring and tell you nothing about the game! At least the standard version has some characters doing something! It's a great example of "pretty but uninformative". People get excited about Star Trek ships, sure - but not hull textures. Not really.

It's an interesting question today and I ended up writing quite a bit more about it than I expected.

More tomorrow!


Saturday, August 5, 2017

Day 5: Which RPG cover best captures the spirit of the game?



I think this question has come up before and my answer is always the same: Shadowrun. That single scene covers almost everything you do in Shadowrun and shows what makes it different: guy plugging in to computer, girl with a gun and some kind of magic effect, and then indian-painted guy with dual sub-machine guns, all in a dirty part fo town with a backdrop of skyscrapers and opposition - Yeah, that covers a lot of ground.


It's so perfect for the game that second edition kept the same cover - how often do you see that?

Later edition still have nice art but 3rd kind of lost it's purpose and became "generic action scene", 4th goes back to something similar to these covers (a step in the right direction), then 5th is so busy I can't tell what's going on.

My runner-up hasn't changed in a long time either:


Gamma World has had some incredibly evocative covers and this one really pushed my buttons as a kid when it was current - armed men going into a ruined, overgrown city - please tell me more! That is a whole bunch of what the game is about. Plus the whole style is pure 60's-70's sci-fi art and it really sets the tone.

Then with second edition we get this:


This is another winner with Giant Deadly Robot acting out against a human with a stone axe and some kind of mutant with an energy weapon - yep, that's pretty much Gamma World. The cover of the rulebook inside the box was pretty solid too:


Mutant with pistol and shield and another with a fusion gun against blaster guy on a horse? Yep, that's the game!

Honorable Mention:


It's not a rulebook but it is the origin of the legendary Stop Sign Shield! This picture, again, is totally in line with what a Gamma World adventure looks like.

In contrast ...

There are lots of good covers out there, and even more bad ones - static posed hero, static posed monster, symbol of something relevant to game + title of game = boring and non-evocative. They may be pretty at times but they are often just too plain. The covers for 5th edition D&D and for FFG Star Wars are usually pretty and well done technically but they don't tell me much about the game itself. Most Pathfinder rulebook covers have some kind of action happening and so in my mind are a step above. Look at Numenera or The Strange too - what do they tell you, visually, about the game or the setting? Even the new Trek game, for example, on the collector's edition has a cover picture that is a close up shot of a starship hull.





WHY? It's incredibly boring and tell you nothing about the game! At least the standard version has some characters doing something! It's a great example of "pretty but uninformative". People get excited about Star Trek ships, sure - but not hull textures. Not really.

It's an interesting question today and I ended up writing quite a bit more about it than I expected.

More tomorrow!



Thursday, September 3, 2015

Inspiring Game Images - Gamma World


This topic from the 2015 RPGaDay event at first seemed kind of shallow to me, but the more I thought about it, the more I realized that images do carry a lot of weight for me when it comes to RPGs. In fact, I liked it enough that I think it's a subject worth coming back to on a weekly basis at least. First up: Gamma World

Gamma World - 1st Edition

My thinking is that the cover of a role-playing game should demonstrate what the game is about. This cover does that in a very strong way. Plus I'm a sucker for the ruined modern city, so it gets bonus points for that.I'm sure my thing for tech-ruins was driven by everything from the Planet of the Apes movies to Logan's Run to some episodes of Star Trek, so the visuals play a strong role here. Quite a bit of the focus of Gamma World is on scrounging through ruined cities and buildings looking for high tech gear. I know it's not a particularly modern-looking picture, but when this game was new (circa 1978) it looked pretty good and made a strong impression on me when I first saw it.



Now the interior illustrations are not as evocative as the cover but that is a very strong cover in my opinion and it sold me on the game before I cracked open the box. The picture of the Hoops above does seem to have struck a cord with some people and it does capture some of the feel of Gamma World beyond the "ruined cities and lasers" vibe of the cover.

I've talked about the actual game in other posts (here and here) so I won't repeat all of that but we had a lot of fun with it over a long period of time. I spent a lot more time playing 2nd, 3rd, and 4th edition but my interest started with 1st edition and that wonderful cover picture.

Tuesday, June 23, 2015

The new Metamorphosis Alpha is out.




So there is a new edition of MA out this month - it's available here.

There is a free preview document here which sheds some light on the background and the system.

I was not a part of the kickstarter but I have read through the preview document and I have a few thoughts:

  • First, I've always loved the concept of MA. The descendants inhabiting a lost generation ship is an awesome setting for a game and a step beyond the basic post-apocalyptic world in a lot of these swords & laser type of games. It's a game I always wanted to play or run but have never had the chance - Gamma World was our bread and butter for this kind of thing. 
  • Second - I really don't like that cover. It tells me nothing about the game and looks like it could be anything from a typical fantasy game to a stone age type of setting. Compare it to some of the old MA or GW covers and while it's more professional on the surface than some, it just doesn't convey anything about the game itself.
  • Third, I've never heard of "System 26" before this but it looks a lot like the basics of the classic Shadowrun rules and that could be just fine. You have a variable number of dice (d6's) with a variable target number and each die is a success or failure - more successes = a better overall result. 
Bonus thought: From the book itself:
 
"✇✇ “The Petting Zoo of Death” is an introductory

adventure for Metamorphosis Alpha. It offers a great
starting point to get a group of diverse characters
together and shows how scenarios are presented in
the game.

Yeah - that's a terrible name for the intro adventure too.Whatever seriousness is conveyed in the intro and background material flies right out the window upon reading that, and this is coming from a guy who was perfectly happy fighting Gallus-Gallus-13's in Famine in Far-Go years ago.

Despite the stylistic knocks I am more than a little interested. A classic setting with a ton of potential combined with a simple yet mechanically interesting system ... yes, I will probably pick it up at some point. The only thing holding me back at the moment is the giant backlog of RPG material I am reading through and the ever-present "when am I going to get to run this" conundrum. I'll work through those and let you know how the full game looks a little bit down the road.

Thursday, April 11, 2013

J is for Jolly Jade Giant



First Appearance
Another combination of inspiration and interest. I wanted to make a plant controller in CoH but had not really stuck on a concept. Then things finally came together and the Jolly Jade Giant was born!

Origin
In  a magical mystical amazingly green land the Valley Giants tend their crops. Guardians of the land, they take their mission as both caretakers of all plant life and defenders of nature quite seriously. As each generation comes of age they are sent out into the universe to gain experience and knowledge before returning to the valley as guardians. One such young giant, possibly nicknamed "Sprout" in his youth, came to our world and quickly joined in the superhero life, using his powers for the advancement of good.

Personality
The giant is a tall green humanoid who speaks with a deep, almost booming voice. He is physically tough and strong though he has not reached his full growth. His main power though is his ability to enhance and control plant life. With this power comes the customary responsibility and he knows he is here to learn and train for a greater role yet to come. He is eager to learn, friendly, and prefers to work with other heroes rather than alone as he assumes they know more about just about everything than he does - other than plants. He is quite friendly and tends to make nervous conversation when the action is about to start.

Looks like trouble ...

Jolly Jade Giant for ICONS

Link to PDF here.

Attributes
Prowess: 3 (Typical) - he's not really a fighter
Coordination: 4 (Good) - he's alright but this is not his thing
Strength: 6 (Remarkable) - he is a young giant!
Intellect: 3 (Good) - average for humans but above average for giants
Awareness: 5 (Excellent) - he is in-tune with his environment
Willpower: 5 (Excellent) - he is driven by his cause

Stamina: 11
Determination: 1

Origin: Gimmick (+2 to Awareness)

Specialties: Nature Expert, Science (Biology)

Powers:
Plant Control - 8 (Amazing) - This is what his people do and he's already very good at it
Growth - 4 (good) - When needed he can grow to 20' tall. His Strength goes up to 7 (Incredible), he gains Invulnerability 4 (Good), and his defense is at -1 as he is a larger target.
Regeneration - 5 (Excellent) - He heals more quickly than meat beings


Qualities:
Catchphrase : "Ho Ho Ho!" - typically right before the battle begins

Motivation : "Defender of Nature" - In general his people's hierarchy of favored life forms is Plants>Animals>Other Intelligent Beings but he is young and has bent somewhat on this philosophy


Challenges:
Weakness - "Defoliants" - From Agent Orange to Round-Up things intended to kill plants are a danger to him

Social - "Not From Around Here" - He has learned much about the Earth and Humans but he still runs into awkward and unfamiliar situations from time to time.

Team-up!

Notes: At 46 points he almost a by-the-book point-based character. I would think his primary ranged attack would be using plants as a binding attack but that can be tricky to pull off in a street or indoor battle. Having 3 points of starting Determination should let him stunt into some interesting options, though. A lot of plant-type characters tend to be one-dimensional but with Growth-4 and the resulting Strength boost and Invuln power he can function as a Brick-type character besides just tangling up people's feet. His Regen will come in handy here too. 


Now what other games are out there that let you play a large plant-man? Oh, wait ...

Jolly Jade Giant for Gamma World

Link to PDF here.

This is JJG at 10th level in the 2010 edition of Gamma World.Now he's a little different here. This takes him back to his City of Heroes roots where he was a Plant/Empathy Controller. With the Plant and Empathy origins in GW7 he functions very similarly to that. A lot of his capability will be determined by his gear and mutations, but this is a pretty solid core for keeping that theme. He's tough and charismatic but he's also not that bright and not that dextrous -sounds like it's right for a giant plant-man!

Yep, it's all ruined!

Wednesday, December 19, 2012

The 7 Games You've Played the Most



This article over at Gnome Stew got me to thinking about this, and I thought it was interesting enough to do myself. Anyone who has been reading the blog for any length of time can probably figure out most of them but I wanted to go through it myself and see if there were any surprises. I'll do the "played" today and the "GM'd" tomorrow.

The 7 Games I've Played the Most: (this assumes "DMing" doesn't count as "playing")

1 - AD&D  - I spent a LOT of time on this one, getting my DMG about 1980 and the rest of the books  the next year and a regular set playing group the year after that - one that stuck around for decades. This was THE game for me in the 80's, all others were secondary, and I obsessed over it like nothing since.


2 -AD&D Second Edition - Yeah this kind of surprised me, but we had a full 11 year run on this as we started the day it came out in 1989 and played it regularly until the 3rd edition launch in 2000. The center of this time was a nice long ongoing campaign set in the Forgotten Realms that a friend of mine ran pretty much this entire run, which was basically "the 90's".



3 - Gamma World  - I'm cheating a bit by lumping all editions together here but it was really one ongoing campaign that started in 2nd edition with one set of characters about 1983 and continued through 3rd edition (convert and move on!) and 4th edition into the 1990's. Run by the same friend, this was set from the ruins of Louisiana up to the Great Lakes over the years.Part D&D, part Western, part Superheroes, we had a lot of fun with this game.


4 - D&D 3rd Edition - I'm going by hours here, as over the years I played this quite a bit but never in a good long sustained campaign. Added up it's probably the fourth most-played game but it tended to be in very small chunks here and there. The biggest problem here is that I was running so much I didn't have time to play 


5 - Mechwarrior - I am again lumping all editions together here. This game came out in 1986 and we jumped on it immediately, having a fondness for the giant robot war story campaign that never really went away. Again, a friend of mine ran it, and a group of about 4 of us played it in sustained bursts for 1st, 2nd, and 3rd editions, through the original succession wars, and into the clan invasion. We painted the mini's, read the novels, and waged war on a planetary scale at times. Most of our Battletech games were tied in to our Mechwarrior campaign, wherever it happened to be at the time. It's a whole different way to play the game as having to consider "what happens next" gives one a different perspective on combat, from character fates to repairs, to transportation - it was a lot of fun.


6 - Twilight 2000 - I was pulled into a campaign of this in the late 80's run by one friend and it became a regular part of the rotation with another friend running campaigns of it as well. It's a fairly realistic game - there are no magical healers, radiation kills you instead of granting superpowers, and there are no giant robots, zombies, ninjas, or wizards.It's just a group of relatively normal humans trying to make their way in a broken world. Overcoming those challenges makes for a fun game though not  everyone likes that kind of thing. We played 1st edition, 2nd edition, 2.2 all back forth from about 1987 into the 90's and even had a short run of 1st edition just a few years ago.


7 - Star Trek - Fasa edition. Besides the various D&D's this is the only entry that covers only one edition of a game but it was a lot of fun. Creating a single character and running him over most of a decade (on and off) is something I have not done before or since. There have been other Trek games but this is the only one I experienced as a player.

After this we get into a long tail of Traveller, Boot Hill, Marvel Super Heroes, Champions, Shadowrun, Warhammer FRP, Rifts, Gurps, B/X D&D, Star Wars, 4E D&D etc. I've played a lot of games but the ones listed above form the core of my playing experience. One thing should be clear from the above: There is always a D&D game, then are the side games or temporary diversions. I don;t expect that will change anytime soon.

Wednesday, April 20, 2011

T is for: Thunderblade!


Gamma World was one of my favorite games in the 80's and my favorite character was Conan Thunderblade, a mighty-thewed humanoid (2E talk for a mutated human) who was the mightiest mutant ever! I can't find my 2nd edition character sheets (pretty sure I still have them) but I have found my GW3E sheets for them and I will space them out through the post.


We started playing it with GW 2nd edition. I knew about the 1st edition and had seen it on shelves and read articles for it in Dragon and I thought it looked pretty cool but never had a chance to play it. Then in 1983 the second edition came out with another cool cover and a friend of mine bought it and once we started playing it became a regular part of the rotation.


GW was incredibly cool for several reasons, among them no classes and no levels. You decided between Pure Strain Human, Humanoid (mutated human), or Mutated Animal and each had its own advantages and disadvantages. I preferred the mutant types because you got to roll for mutations and that's where a lot of the fun of the game was. I rolled up a few PSH's during the game but they were nowhere near as memorable as the mutants. With no levels you had maximum hit points at the start, 1d6 (or 1d8 for PSH) per point of Constitution. This was a huge change from the 4 hp M-U's and 8 hp Fighters of early D&D adventuring - you could actually take some damage and still live! You could even take enough damage to run away if you were losing! The world was still very dangerous and there were many ways for characters to die that did not involve hit points but it made a huge difference in attitude when starting out as we were no longer some pathetic band of weak rookies - we were bad-aces! We might only have swords and crossbows and chainmail but we could blast things or turn invisible or fly as well - it was almost a supers game with some of the powers available. Heck with Ninja Turtles, I had characters who could disintigrate something by touch once per day!


My first character was a mutated lion named Roard who ran around in plate mail with a two-handed sword for a very long time, later adding a Fusion Rifle as his signature weapon. He was joined by a mutated hawk named Thorondor and a mutated wolf named Redfang who was immune to radiation and a mutated lizard named Shadowhiss who fought with claws and (somewhat later) an .88 Magnum (thank you Johnny Dangerously). They were all fun and had their own cool adventures, including one where my hawkoid dropped my wolf and a neutron bomb into a castle-like outpost of the knights of genetic purity. Hawk flies off, wolf pulls out the bomb in the middle of the courtyard, then he detonates it right there, counting on his energy reflection power to shield him (it did) and effectively wiping out a group which had been a serious thorn in our side. He then opened up the gate and walked home. Like I said it was a great game.


The greatest character of all of them though was Thunderblade. He was a Humanoid. Stat generation in that edition was 4d6 drop the lowest (except Pure Strain Humans got to keep the extra die on Int, Con, and Charisma) and I rolled an 18 Strength, a 15 Dexterity, and a 16 Constitution - he's clearly a beast, physically. Then while rolling up mutations he picked up Heightened Physical Attribute and rolled Strength. Maximum Physical Strength in that game was 21 so despite rolling a 6 for it he maxed it out and had a 21 PS - he was the strongest mutant of all! You start off at a medieval level of technology (at best) so I decided he would use a two-handed sword and dubbed him Conan Thunderblade. It's a little cheesy, yes, but remember this is a post-apocalyptic game so there could be some knowledge of older culture and media and I figured he probably looked like those old pictures so that's what he was called.


Now we often ran multiple characters in our parties back then. Some of it was because Gamma World could be a lethal game, some of it was because we ran D&D like that, and some of it was because we had fewer players in our GW sessions, usually 2-4 instead of 4-6 for D&D. From the moment he was created, if I was playing then Thunderblade was almost always in the party and was often the leader. We explored the introductory adventure about the rite of passage, we explored the chicken factory from GW2, and we explored many homebrew ruins and installations but we spent a great deal of time in the Barony of Horn fighting the Legion of Gold. That adventure, easily GW's "Keep on the Borderlands" in terms of inspiration and scope, turned into the core of our ongoing campaign and to this day is that DM's main campaign area for GW simply because he spent so much time detailing it for us! Towns, villages, NPC's, tribes, wandering monsters - all of that was fleshed out or created outright for our party. It was probably a more cohesive, coherent campaign than our D&D adventures were at the time, largely because it was run by one DM in one geographic region, unlike our D&D games. Conan led the fight against the legion eventually discovering his two signature weapons - His vibroblade - think lightsaber (not chainsaw - in GW vibro weapons are energy force weapons) and his heavy machine gun, usually fired from the hip Rambo-style with belts of ammo crossed on his chest like a good old action hero. He usually opened a fight by blasting away with his big gun before setting it down (gently) and activating his vibro blade and charging in like Thundarr.


When we eventually defeated the legion we took over the main base, expanded it, and even reactivated much of the ancient technology using some of the sleeping scientists rescued from the aquabase. Oh look, I have our old map...


We ended up making an epic run down to Shreveport Louisiana because it was one of the few towns on the big map of post-nuking America that wasn't radioactive. We loaded up flatbed hovertrucks with durasteel plates (Shreveport had a foundry of some kind) and hauled them back across country to use inside our base. I think we did some groundbreaking work in post-apocalyptic economics and interstate trade that has been sadly lost to time. We traded everything from trinkets and gear to ancient currency to energy cells to giant insect husks - know your market!


When 3rd edition was released in 1986 the rules changed dramatically. We converted our existing characters and continued as before. We made some adjustments as mechanically not every character was as strong under the new rules as the old, but we did our best to even things out, even grandfathering in old mutations that were no longer listed in the new version. It worked and we were happy.


Eventually though we saw an opportunity to bring in some new players and so we semi-retired the original group. We had been thinking of them as our "High level" group so now it was time to make some new ones to run alongside new players. I converted "Shadowhiss" the mutated lizard over to 3E as he had been left gathering dust with the new edition. He kept the magnum. I also rolled up "Elric MacArthur" as a new humanoid. He had the military genius mutation and the albino mutation - obviously!  I don't have as many memories of this latter phase but I know there were some expeditions out onto the Great Lakes. During one adventure involving a submarine, someone else's lizardguy infiltrated the sub while it was surfaced, got into the engine room and started smashing stuff. When he took a laser torch to one particular part he got a big surprise as it turned out to be a nuclear sub and he got hit with a bunch of radiation as he breached the reactor. As it turned out he was OK - he got a "Mutation" result on his roll and then got something that made him double in size. So the now 12-foot lizardman had to try and squeeze out of a submarine (remember - watertight doors) and in the end Shadowhiss had to cut him out of the thing with his vibroblade, ruining the sub and annoying the rest of the party who had wanted it intact! We had some wild adventures back then.


In 1992 Gamma World 4th edition was released and it was good. It was another big change though, adding a class system and a bunch of new stats to the game. It looks now like an early forerunner of the system found in Alternity and the one later used in D&D 3E and we liked it but it was different enough that we didn't really translate any characters over. We rolled up a new batch and started in a whole new region but we never put together a sustained campaign using it and despite probably being the most solid version mechanically it was the one we played the least.


There was a 5th edition (Alternity) and a 6th edition (d20 Modern) plus Omega World (Dungeon magazine mini-game) plus now there is a new 4E based 7th edition but I have not actually rolled up a character and played any of those, even though I own most of them. By the time they came out GW had lost a lot of traction and the players we were playing with were not the same as those early days so they had no attachment.

I hear good things about the new version so maybe I will pick it up and try to run it with the Apprentices this summer and see if the legend can continue. I probably won't bring Conan Thunderblade in as a statted-up character but he might make an appearance as an aging ruler of a small area near the Great Lakes, a strong ally of the Barony of Horn, who just happens to have a mission perfect for a new group of young adventurers. Maybe there's more trouble at the old chicken factory, and it's time for a new generation to set it right once again.

Tuesday, February 15, 2011

Some Love for the Post-Apocalyptic Game

I haven;t posted much about them because I haven't been playing or running them, but one of my favorite RPG genres is the post-apocalyptic game. One big attraction of these kinds of games is the ability to run around with ridiculously overpowered weapons with no powerful authorities who can take them away from you which is a lot of fun most of the time.

The first PA game was Metamorphosis Alpha which was set on a huge generation ship somewhere out in space where things have gone somewhat wrong and now there are mutants and berserk robots running around the ship. I love the concept and I want to run that exact scenario someday, but it was not the first PA game I played.



My first PA game was Gamma World, 2nd edition. A friend bought it, his brother and I made up some characters, and then he ran it for us and it was awesome. I still have some of my characters from that game, including Roard, the mutated lion who was strong and could use a sonic blast every so often but had was vulnerable to water. He spent most of his time in plate armor and carrying a two-handed sword but he was not averse to laser weaponry when it was available. We wandered through ruins, fought bandits and raiders, took on the Legion of Gold, and eventually dropped a neutron bomb on a fortress of the Knights of Genetic Purity - not many games include nuclear weapons on the treasure tables but Gamma World does!



We stayed with Gamma World through 3rd edition and the color chart. I was OK with the mechanical differences (though I still liked 2E just fine) but I thought the background changes were annoying. The different levels of results allowed them to add in some cool effects like disintegration or stunning when certain weapons got a Red result. The most frustrating thing was that if you played it as-written then starting characters had a really hard time hitting anything.



The 4th edition came out in 1992 and made more mechanical changes. It dropped the chart and centered around d20 rolls (fairly similar to Alternity and 3E D&D which were still some years away) but it added classes of all things! I wasn't thrilled by this, preferring earlier versions' classless and even levelless design, but mechanically it was a much smoother system for a long term campaign so we played a ton of it too. Despite the reputation of being a silly game we usually played it as straight as one of our D&D games. It wasn't like we were playing Toon or Paranoia or something. GW characters were fairly tough and you could usually expect to be playing with them for a long time.



Down the road there was the Alternity (5th) edition and the outsourced d20 (6th) edition, neither of which I ever played.  There was also Omega World in Dungeon which was a pretty good translation I thought. Now we have the one based off of D&D 4E which looks like fun but which I have not purchased yet. I don't know when I would run it and if I had the time I would rather start people new to the game out with an older version, maybe 2nd.  I still own copies of 1st edition through 5th edition so there's hope yet, just not this year.


 The other "big" PA game I played a bunch was Twilight 2000:




 We got into this in the late 80's a few years after it had been published but it was still being supported. Despite being lumped in the same general genre this was a very different game from Gamma World. Weapons were deadly, characters were fragile, and supplies were limited.

Coming from GDW, maker of historical and modern wargames, you would think it would be very realistic and in a way it was but it had some odd abstractions. Instead of meticulously tracking each round of ammunition (potentially important in a game with a ton of automatic weapons and ammunition no longer being manufactured) the game tracks ammo in 3-round groups, so a 100 round belt of ammo is 33 shots in the game. It was a little weird because you get situations where a 7-round pistol only has 2 shots. It's an oddity in an otherwise hard-realism game because all of the real-world measurements have to be translated into this 1/3 number and of course you get questions of rounding. In the end, you're still tracking a bunch of ammo, it's just that the numbers are divided by 3. I never understood the rationale behind this but while it was jarring at first, we eventually grew to ignore it.

The game used a percentile system for rating skills and task resolution was a simple 3-level system: Easy = Skill X 2, Average = Skill X 1, Difficult = 1/2 Skill. This could be brutal as the best you could start with was 80% in a skill and most would be lower than that. This gave a very good chance of failure on average or difficult tasks, whether sneaking up on someone or shooting them with an M16. There was no hero point mechanic or anything similar, so you just had to live with various outcomes.

Despite some of these issues the game was fun as an exercise in survival. We determined that quite a bit of the time your state at the start of the game was as good as it was ever going to be - uninjured and well-supplied - and it was all downhill from there. gear was used up, lost, or stolen. Vehicles would break down. Ammo would be expended and not replaced. Your first big battle or two would be spectacular, but after that the missiles are gone, characters are hurt or dead, you've probably lost a vehicle or two and can no longer transport everything you had - it was a long downward spiral for the most part. Occasionally you might find a base or a warlord you could join and improve conditions, but it was rare or inevitably had some drawbacks. I would attribute this to DM style but it happened with multiple DM's and even when I tried to run it I found this to be true. It makes for an interesting counterpoint to D&D's upward progression in power and acquisition of stuff with a regular downward progression and shedding of stuff. It's an interesting game though not a particularly cheerful or lighthearted one.

It was very well supported with adventures that also served as regional sourcebooks. Post-war Europe was covered heavily at first and then the line moved back to America and covered most of the country in a series of books as well. Armies of the Night (New York City), Red Star/Lone Star (Texas), Airlords of the Ozarks (Arkansas/Missourri) all led to some really fun situations.

One other note - the art is very good, being almost all pencil works by Tim Bradstreet. I think the single artist using a single style approach gave the game a very consistent and realistic look, exactly what the game needed.




First edition was the "80's" edition, so in 1990 Twilight 2000 2.0 was released with a horrible (though definitely attention-getting) cover and made the impressive triple score of a) alienating most of the existing players by completely changing the rule system, b) completely failing to draw in new players with some exciting new mechanic or approach to the genre and c) picking absolutely the worst time for a WW3 game to come out as the Berlin Wall came down in 1989 and the Soviet Union fell apart in 1991.

 The rules changed over to a d10 system where stats and skills were rated 1-10 and then added together to resolve tasks and it was bad. Nowhere near as granular as the old system and making stats just as important as skills threw a lot of players off. Automatic weapons fire was rolled with a set chance to hit, regardless of skill and while it might be realistic it didn't sit well with players who were proud of their 90% in Combat Rifleman and found that it didn't apply to one of the major parts of combat in the game. All in all it's a really good example of how to de-satisfy a vocal and passionate fan base with unrequested changes.

The rules were also dull - not that 1st edition was flashy, but 2.0 was just...dull. One of the outcomes of a new edition should be renewed excitement about the game and some positive buzz - there was none. The cover looked like it belonged on  either a Star Wars adventure module or a Paranoia supplement. The interior artwork was largely reused Tim Bradstreet work form 1E which while good it was not new or flashy or anything cinematic - unlike the cover. Combat was very by-the-numbers with no special maneuvers or  chrome rules. It ended up playing pretty similarly to the original edition in a lot of ways but it required one to learn a whole new set of rules - why bother? There was just nothing new or innovative or exciting about the game, nothing that it did better than the old one or made new players say "I want to play that".

Finally the timing while probably not foreseeable just killed the game.  I sometime wonder if post-world war 3 gaming is as much an artifact of the 80s as cyberpunk and giant robots, as the younger set just does not get it. Zombie apocalypse -sure. Nuclear war between superpowers - "oh that's not going to happen". It's a weird little historical divide that I didn't think about at all at the time but that I have noticed more as time marches on. Anyway interest in the game outside of the already-indoctrinated dwindled rapidly as the 90's went on.

GDW retooled the game as Merc 2000 by setting the same mechanics in a less-devastated world which would allow players to be soldier types without requiring a nuclear exchange first, but it just was not that interesting for most T2K fans. They liked their anarchy and their alcohol-burning tanks and running missions for corporations in other countries was too much like Shadowrun minus all the fun stuff.

They also released a reworked edition of the game about 2 years later as Version 2.2 - this included a new version of the same system using a d20 instead of a d10 and it was much better and had a more robust skill system - I actually liked this version quite a bit and it's the same one that went out with Traveller New Era and was an update to Dark Conspiracy much like it was for Twilight. While it got some positive buzz among the players I knew it was not enough to save the game (or GDW) and it died when the company went under about 1994.

The last PA Game I have some experience with and love for is Deadlands: Hell on Earth


This is a great game with interesting (if a little clunky) mechanics featuring radiation priests, paladins, cyborgs, mutants, mad scientists, and zombies. It's everything the western version of Deadlands had + vehicles and automatic weapons. There's more of a supernatural element than in most PA games that feature a strictly technological view of things but that's kind of refreshing and helps give this universe its own flavor. Among the many supplements is one that includes an adventure that is an homage to Escape from New York, earning the whole system massive cool points with me from that alone.

When I first got it I created a bunch of characters and wrote up some short adventure scenarios and I have actually run a short campaign. I called it "Ghost Rock Blues" and wrote up a really cool introduction (think Star Wars crawl) and started the PC's off trapped in a ruined retail store in the middle of winter as a horde of walkin dead closed in. The survivors headed west and ended up doing some exploring and losing one characters running car before the game ended about 6 sessions in.

If you're a d20 fan there was a version of it made for d20 which is remarkably complete for being a one-volume treatment. There was also a separate creature book too, and it's worth finding this version if you have a group that really likes their d20 system. There has not been an official Savage Worlds version yet but I expect we'll see it someday.

Other PA games:

Aftermath - I own a copy of this and as you may have heard it is indeed ridiculously (and needlessly IMO) complex. If you think T2K is for babies, this is the game for you. Never ran it, never played it. Some of the adventures are very cool though  and I have used them for other game systems. The Australian trilogy is a particular favorite of mine.

Morrow Project - I own an adventure for this but that's the closest I have ever come to it. I've never read or even seen the rules so I really can't say much about it other than it exists and has its fans.

Autoduel - this was a GURPS supplement based on the Car Wars universe and if you like that (think Road Warrior or Death Race if you are unfamiliar with it) then you will really like this. The background and character options are very cool, the only problem comes when trying to run car combat using the GURPS combat system - you are much better off just running it in Car Wars. It's a similar problem to Mechwarrior/Battletech in integrating personal combat into a game focused on vehicular combat but it can be done. There's no nuclear exchange and not many mutants but civilization has collapsed and the countryside is now a lawless wasteland between hi-tech fortress-towns. Let me put it this way: If you think the idea of a passenger vehicle called a "Busnought" is cool then this is worth a look.

Rifts is a PA game but it is part of a different trend so I will cover it in another post.

After the Bomb was Palladium's entry into the genre (before Rifts anyway) and it's actually pretty good. I own all of the books for it and I played around with it once and it is a lot of fun. It's a little like Gamma World but not quite as random and can actually make a coherent campaign if you choose to do so.Road Hogs is an especially flavorful supplement if you get interested.

Darwin's World was an early d20 entry that I picked up in its first edition incarnation. Once they went to 2E using d20 Modern (which I never got into) I quit following the line. it fell into a sort of middle ground, being less "out-there" than Gamma World but more out there than T2K. The best thing I've heard about it recently is that a new Savage Worlds edition is coming out and that should be pretty interesting.

Mutant Future is a recent retro clone of Gamma World 1st/2nd edition and it's pretty cool though I have not run or played it yet. I expect I will in the future. You can download it here.

Final thoughts:

The post-apocalyptic role-playing game has been a rare animal, nearly dying out in the late 90's and 2000's  after being a fairly significant part of the RPG scene in the 80's. The only game that's been in print for most of that period  is Gamma World and it's been through about 7 editions in 30 years. We're in a bit of a renaissance right now with both GW's big shiny box for new-school fans and Mutant Future being available for old-school fans and Savage Darwin's World coming available as well. The one thing I keep seeing anytime one of these game comes up is that it's mainly an older crowd that cares about them. To some degree people will play what's available and these were never the dominant titles among RPG's. If most groups out there are playing D&D or Pathfinder and many players never played these kinds of games anyway then finding one is going to be difficult. In the age of the internet though, I doubt any of them will ever really die. My 2011 is booked up but given the background hype I may make 2012 my Year of the Apocalypse and run some GW or some Mutant Future for the apprentices and maybe even the main group too if they're interested.

I'd love to hear others' experiences with these if anyone reading has played them - leave a comment!